Hi, its Nyetski, and i wanted to talk about a system i made up for EU5's version of national ideas.
My main goal here is to Make National ideas worth the implement by making it a part of a system that would make the country and the society you rule, more substantial and real by connecting each part of the society to each other (by increasing the options you have as a ruler to get the modifiers you want) by using the National ideas as cause to do so .
The most central part of it is divided into 3 major aspects. National innovations in a larger national framework, Society spanning institutions and institutionalization, and an official's role in development in most aspects of the country.These also are the 3 major aspects that i think will be generally good for EU5. Interactive and diversified National framework building, Nation building in a Political and Power base sense so it is your countries bones, and better and more complex characters and the people's role in creating a country where activity of people and buildings are key to gradually change the country in how it works (by gaining experience and sucess leading to sucess success by sucess) and not just directly.
Institutions
For Institutions i had the idea of them being influenced by other estates in another thread, here i want to make them more flexible and based on people more. I want to nail down aspects which i think is going to be very useful for implementability for this idea and future ideas. First i want both estates and institutions to be influenced and led by people and their subordinates and wings of those institutions. This will make institutions far more flexible as doing something now depends on fluid influence rather than merely rigid and hard influence. Also, since Institutions effect all parts of society directly or not, i want them to be tools for the estates to make their demands if the ruler fails to appease them at least minimally by compromizing wings of the institutions and similar and this can work as some of the key foundations for politics of EU 5. Simply put, i want to make institutions a diverse base of power and means in politics and for implementing goals.
2nd I want to create a feature called institutionalization, where you can take temporary or non temporary modifiers and use it as a modifier of an institution with debuffs depending on how temporary the og modifier was. you can use this system to see how new additions to the game would work at least partially.
As i mentioned in another thread i think its very important that a strong system of variations and interaction options and interactibility of most key things in this game with each other, to create complete uniqueness, is gonna be an asset for this game for replayability. Thats because these things i think will make the game feel more real and countries feel more substantial and divergent and more like a sandbox of infinite possiblities that would make your country feel like an actual entity that you not only build up but personalize for your own strategies. And so institutionalizations will enhance that variability by making it based on a lot of events that were already considered to be balanced and it will also make the changes you need through the estate system and increase its viability by like 5x.
In culmination, you would feel like there is more purpose to what you are creating than just development because you had an active hand in every unique aspect of the country, and therefore what you created inherently could reward you in EU5 unlike in EU4 where it is just a list of things you should do to get one of a number of limited amount of gamestyles of limited variation in practice.
National innovations
For this 2nd part i want to make a new feature called National ambitions, where one can do 2 things in it. 1st, bolster or compensate national innovations, essentially i want to make it so that if you choose to bolster, you will need to institutionalize or use national and unique modifiers you have that can help whatever your national innovation is trying to achieve and when you do, it will improve both the innovation and the suporting institutional ideas.
If you decide to compensate, you will be able to seriously buff an institutionalized modifier that also has a drawback that your national innovation can compensate for, you would buff both the positive buff and the negative aspects of the modifier, but when the innovation and the modifier merge the negative aspects are lessened as organization and efficiency and success of these combos kicks in as something abstract in this case and more so a balance assumption.The idea here is to make your country based on what it is good at.
2nd thing you can do is that you can use national values to influence how you implement the national ideas, if you have national values that has directly to do with the national ideas modifiers(if you don't you get at least one of the effects of the improved bonuses on the same scaler but you can also use the national innovations to add a national value), you can entrench those values through instutionalization, the upside is that you can stack it with your national ideas to improve the bonuses, the downside is that if it is compensation you stack up with it will increase the negative modifiers too, and also, since its entrenchment of national values, it will be quite hard to get rid of them quickly if you need to.(You can add momentum to this if you need to as in you can exploit events by making national value change based on momentum where a major event can be used increase momentum to swing the value in the other direction. You can use the national innovations as the bolsterer or compensated part of the national ideas aswell and not just as bolstered and compensation.) So basically some of the national ideas are based on what the purpose of the things society dedicates itself about is
So overall, you would be making it so that national ideas are based on things that are actually achievable and not just ahistorically arbitrary and unbalanced systems where you get the best infantry and cavalary and artillery in the game because you could through nation change or something that has little to do with the society that made the innovation and had the national values.
Officials And Buildings
The final idea is to use the unique country buildings as a means of influence for the institutions, essentially you delegate the building of these buildings to capable officials that can maximize their modifiers and value more than base value. These people then earn the neccesarry experience needed to create new buildings called centers of institutions, where the reason for why they were successful in improving the national buildings + experience(where experience type comes from what their objective was with the buildings they made.)
For example an official in the golden horde is tasked with building caravanserais, so in the official building it has some options for imporving and adding new modifiers, for example he can improve the trade advantage of it even more, or he can increase the value of goods in the trade node by a small percentage or a bigger percentage depending on the good the official selects. this and unique character experience of this type will also make it easier to figure out which modifiers can inform which non-OP strategies for devs) inform what they can and most likely will do for creating new institutional cornerstones.
These things can also be done by relevant officials that also got experience from other endeavours like advisors and merchants if they have the neccesarry experience to build other types of cornerstones for institutions which i want to be more complex than Vic3's institutions, where as mentioned it has wings and hierarchies and founding principles. One of the more important things the ideas in this paragraph will do is to give a lot of options to players to get modifiers or quality people or new options to do things you need to do more generally before you put these people in more advanced positions.
Ofc these people will be members of estates or classes so they will seek their own and their factions interest, and this is also why i want them to do this, i think the institutions shouldn't merely be a tool for practical purposes but also as a way for political gain for other people in the country so that it makes sense why those institution principles were made to begin with and make national ideas make even more sense. You would always need qualified people to run the institutions and its wings, if you don't the institution will be debuffed a bit first and then erode later. These would also serve as a cause for universities and would give people and politicians more to do.
The last paragraph was partially about the philosophy that you absolutely need other people to make the country function on the most basic level, or else the country will erode, so you need universities which i also want to differ in the quality of people they produce such that the best ones can be upgraded to national academies. And essentially in an effort to make institutions not broken i made it so that people on the ground and their needs to achieve the things they want just as much as yours will inform national ideas.
I also wanted this post in the thread to serve as an example of other things that the features suggested can easily be used as means for,peoples in more active roles, politics and education being the example of some of the tools i suggested. Its not too much about national ideas as much as showing the ideas to achieve it are more than worth it , as they are useful for developing the game more dynamically and if fully realised as features of their own i think they are more than enough bang for their buck.
So in this sense the national ideas are more of an outcome of the philosophy and institutions are one of the centers in which the philosophy of these ideas can be centered around a power base(that is the institution) for estates through influence and an organization that can be used to tackle problems or initiate efforts or adapt to war and blockades and be able to change overtime. Which will also mean to give power to officials running these (as, if they are to make their institutions react they need some power and authority to do so 'in this case the more options they have to react as an institution that the ruler can't access without them, the more power they have)like the power to build buildings, incentivize technological breakthroughs, take decisive measures of the things they have control over like buildings or wings of the military or trade value of goods in trade or logistical measures in war or economical measures etc. which would also neccesitate a yearly or monthly budget for institutions.
My main goal here is to Make National ideas worth the implement by making it a part of a system that would make the country and the society you rule, more substantial and real by connecting each part of the society to each other (by increasing the options you have as a ruler to get the modifiers you want) by using the National ideas as cause to do so .
The most central part of it is divided into 3 major aspects. National innovations in a larger national framework, Society spanning institutions and institutionalization, and an official's role in development in most aspects of the country.These also are the 3 major aspects that i think will be generally good for EU5. Interactive and diversified National framework building, Nation building in a Political and Power base sense so it is your countries bones, and better and more complex characters and the people's role in creating a country where activity of people and buildings are key to gradually change the country in how it works (by gaining experience and sucess leading to sucess success by sucess) and not just directly.
Institutions
For Institutions i had the idea of them being influenced by other estates in another thread, here i want to make them more flexible and based on people more. I want to nail down aspects which i think is going to be very useful for implementability for this idea and future ideas. First i want both estates and institutions to be influenced and led by people and their subordinates and wings of those institutions. This will make institutions far more flexible as doing something now depends on fluid influence rather than merely rigid and hard influence. Also, since Institutions effect all parts of society directly or not, i want them to be tools for the estates to make their demands if the ruler fails to appease them at least minimally by compromizing wings of the institutions and similar and this can work as some of the key foundations for politics of EU 5. Simply put, i want to make institutions a diverse base of power and means in politics and for implementing goals.
2nd I want to create a feature called institutionalization, where you can take temporary or non temporary modifiers and use it as a modifier of an institution with debuffs depending on how temporary the og modifier was. you can use this system to see how new additions to the game would work at least partially.
As i mentioned in another thread i think its very important that a strong system of variations and interaction options and interactibility of most key things in this game with each other, to create complete uniqueness, is gonna be an asset for this game for replayability. Thats because these things i think will make the game feel more real and countries feel more substantial and divergent and more like a sandbox of infinite possiblities that would make your country feel like an actual entity that you not only build up but personalize for your own strategies. And so institutionalizations will enhance that variability by making it based on a lot of events that were already considered to be balanced and it will also make the changes you need through the estate system and increase its viability by like 5x.
In culmination, you would feel like there is more purpose to what you are creating than just development because you had an active hand in every unique aspect of the country, and therefore what you created inherently could reward you in EU5 unlike in EU4 where it is just a list of things you should do to get one of a number of limited amount of gamestyles of limited variation in practice.
National innovations
For this 2nd part i want to make a new feature called National ambitions, where one can do 2 things in it. 1st, bolster or compensate national innovations, essentially i want to make it so that if you choose to bolster, you will need to institutionalize or use national and unique modifiers you have that can help whatever your national innovation is trying to achieve and when you do, it will improve both the innovation and the suporting institutional ideas.
If you decide to compensate, you will be able to seriously buff an institutionalized modifier that also has a drawback that your national innovation can compensate for, you would buff both the positive buff and the negative aspects of the modifier, but when the innovation and the modifier merge the negative aspects are lessened as organization and efficiency and success of these combos kicks in as something abstract in this case and more so a balance assumption.The idea here is to make your country based on what it is good at.
2nd thing you can do is that you can use national values to influence how you implement the national ideas, if you have national values that has directly to do with the national ideas modifiers(if you don't you get at least one of the effects of the improved bonuses on the same scaler but you can also use the national innovations to add a national value), you can entrench those values through instutionalization, the upside is that you can stack it with your national ideas to improve the bonuses, the downside is that if it is compensation you stack up with it will increase the negative modifiers too, and also, since its entrenchment of national values, it will be quite hard to get rid of them quickly if you need to.(You can add momentum to this if you need to as in you can exploit events by making national value change based on momentum where a major event can be used increase momentum to swing the value in the other direction. You can use the national innovations as the bolsterer or compensated part of the national ideas aswell and not just as bolstered and compensation.) So basically some of the national ideas are based on what the purpose of the things society dedicates itself about is
So overall, you would be making it so that national ideas are based on things that are actually achievable and not just ahistorically arbitrary and unbalanced systems where you get the best infantry and cavalary and artillery in the game because you could through nation change or something that has little to do with the society that made the innovation and had the national values.
Officials And Buildings
The final idea is to use the unique country buildings as a means of influence for the institutions, essentially you delegate the building of these buildings to capable officials that can maximize their modifiers and value more than base value. These people then earn the neccesarry experience needed to create new buildings called centers of institutions, where the reason for why they were successful in improving the national buildings + experience(where experience type comes from what their objective was with the buildings they made.)
For example an official in the golden horde is tasked with building caravanserais, so in the official building it has some options for imporving and adding new modifiers, for example he can improve the trade advantage of it even more, or he can increase the value of goods in the trade node by a small percentage or a bigger percentage depending on the good the official selects. this and unique character experience of this type will also make it easier to figure out which modifiers can inform which non-OP strategies for devs) inform what they can and most likely will do for creating new institutional cornerstones.
These things can also be done by relevant officials that also got experience from other endeavours like advisors and merchants if they have the neccesarry experience to build other types of cornerstones for institutions which i want to be more complex than Vic3's institutions, where as mentioned it has wings and hierarchies and founding principles. One of the more important things the ideas in this paragraph will do is to give a lot of options to players to get modifiers or quality people or new options to do things you need to do more generally before you put these people in more advanced positions.
Ofc these people will be members of estates or classes so they will seek their own and their factions interest, and this is also why i want them to do this, i think the institutions shouldn't merely be a tool for practical purposes but also as a way for political gain for other people in the country so that it makes sense why those institution principles were made to begin with and make national ideas make even more sense. You would always need qualified people to run the institutions and its wings, if you don't the institution will be debuffed a bit first and then erode later. These would also serve as a cause for universities and would give people and politicians more to do.
The last paragraph was partially about the philosophy that you absolutely need other people to make the country function on the most basic level, or else the country will erode, so you need universities which i also want to differ in the quality of people they produce such that the best ones can be upgraded to national academies. And essentially in an effort to make institutions not broken i made it so that people on the ground and their needs to achieve the things they want just as much as yours will inform national ideas.
I also wanted this post in the thread to serve as an example of other things that the features suggested can easily be used as means for,peoples in more active roles, politics and education being the example of some of the tools i suggested. Its not too much about national ideas as much as showing the ideas to achieve it are more than worth it , as they are useful for developing the game more dynamically and if fully realised as features of their own i think they are more than enough bang for their buck.
So in this sense the national ideas are more of an outcome of the philosophy and institutions are one of the centers in which the philosophy of these ideas can be centered around a power base(that is the institution) for estates through influence and an organization that can be used to tackle problems or initiate efforts or adapt to war and blockades and be able to change overtime. Which will also mean to give power to officials running these (as, if they are to make their institutions react they need some power and authority to do so 'in this case the more options they have to react as an institution that the ruler can't access without them, the more power they have)like the power to build buildings, incentivize technological breakthroughs, take decisive measures of the things they have control over like buildings or wings of the military or trade value of goods in trade or logistical measures in war or economical measures etc. which would also neccesitate a yearly or monthly budget for institutions.
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